Primal Might

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Primal Might

Sorcery

Target creature you control gets +X/+X until end of turn. Then it fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)

Apollo_Paladin on Wild and Unchained

5 months ago

I think that's a fair assessment. The Great Henge still has its place in certain niche builds, but overall I feel there are a lot better options in the sets printed since Throne of Eldraine when it came out for most decks.

I mean, it's still quite powerful and useful in general, so it's hard to argue that even 1 copy isn't useful, but if you have other utility available that you could focus on more & flesh out (which it appears you do) I'd say it's definitely worth trying at least.

The pure RNG says that being able to drop a Henge even mid-to-late game will be the difference for at least a couple games here and there since it's just 2 easy lifegain per turn, but if you can hone the deck with more mana-efficient options that don't necessarily require large creatures in play to pull off, I say go for it. Plenty of good choices & if Virtue is working for you then absolutely play around with it.

I've been wanting to try the green one Virtue of Strength in a deck since I got a free copy in a pack. The Sorcery is my main draw since re-usable Eiganjo, or Bosejiu, or Fabled Passage lands could be quite useful & it's also a way of helping keep mana dorks on the board after removal for the all-important turn 4 and 5 plays in a deck like this where you really need to be popping off. The enchantment side is a bit mana-heavy but you're already ramping pretty well in this deck & it could get really stupid as a kind of finisher combo with something like Primal Might (which is also kind of removal) on a Trample creature.

Things to think on. Catch you on Arena.

wallisface on Triassic Trample

8 months ago

I’d suggest ditching Rally the Ranks (it’s unnecessary/pointless) and Commune with Nature (you already have too many creatures in the deck, you don’t need to scrounge for more) and add in interaction - Lightning Bolt and Primal Might would both fit in well here.

I’d also ditch Kinjalli's Sunwing in place of more mana-ramp effects. Once you drop a big dino the rest of your board doesn’t really matter - so this creature neither fits that requirement nor helps you reach it.

wallisface on They Came From the Swamp

1 year ago

Interesting brew! Some thoughts:

  • Modern decks typically can't justify running more than 3-4 cards costing 4 mana, and often run nothing above this. You've currently got 7 4-mana cards, which is a little above this, and might make your deck run a little slower/clumsier than ideal. Personally I'd ditch the Cankerous Thirst, but I'll elaborate further on that in a later bullet-point. I'd say in most cases for a midrange deck, you want the "Avg. CMC" of the deck to be below 2 (tappedout currently has you at 2.36)

  • You may need a 22nd land, or possibly even a 23rd. Your deck looks super-reliant on getting mana early to avoid getting overwhelmed, and in the likely scenario where your opponent bolts an early-turn Ignoble Hierarch, you could be in a lot of trouble.

  • I'm really surprised you've found Force of Despair to be so useful, particularly as the card is generally only strong against decks trying to sudo-combo-off, like 8-whack. Because it is generally always costing you two cards, it can be hard to get card-parity from unless you're facing aggro builds. If its doing great in your meta, then I guess keep running it - I just haven't found it particularly useful, and would suggest limiting it to 2 copies at-most.

  • Cankerous Thirst feels like a really bad card to me, in that its a really weak effect for a ridiculous quantity of mana. In most situations, Primal Might will outperform this in every aspect apart from costing only 1 colour of mana. I would suggest replacing this card with more copies of Abrupt Decay and Assassin's Trophy, as both of those cards are amazing for a build like this - and your deck looks like it really wants to be able to survive the early turns of the game (if you can stabilize past turn 4, you're probably in a good position, so keeping the opponents board clear during the early turns seems far more useful than some 4-mana combat trick).

  • I'd swap out the Woodland Cemetery for another Forest & Swamp. It will help protect you from Blood Moon, as well as ensure that your lands aren't ever entering tapped. But as mentioned before i'd also suggest going up to 22-23 lands. For any additional lands you do put into the deck, i'd suggest Castle Locthwain, as it can help ensure you win any grindy late-games.

  • Glissa Sunslayer seems a LOT stronger than Dreg Mangler. I'd maybe drop down to 2 copies of Mangler so that you can run 3 of the Sunslayer.

  • I think Grist, the Hunger Tide would do amazing things in this list, both for helping to stall out the game, while also providing an army for Creakwood Liege. I think 3-copies could be a really strong inclusion, though I'm not sure what you'd remove for it (possibly some of the cards I suggested ditching earlier).

kamarupa on speedy Ghalta

1 year ago

One thing about having a lot of mana dorks is that you tend to run out of spells pretty quickly. I think it might be worth it to drop 2xCommune with Dinosaurs and add in 2xHarmonize. Or drop Commune with Dinosaurs altogether in favor of 2xHarmonize and 2xForerunner of the Empire. You never need a dinosaur on T1, and barely one T2, so the 1MV cost of Commune isn't really helping, per se. I'll also throw out Time of Need as a possible tutor for a few of your threats at a lower cost, but you might want to reconsider your creatures to add in a 3rd Legendary to make such a spell 'worth it.'

You need some kind of interaction with your opponent, as wallisface already said. In order to make room for non-creature/non-land spells, you have to cut either creatures or lands. Given some of the high MVs of spells here, I think it's safe to say, you can't afford to cut any lands, so you'll need to cut some creatures. I suggest dropping 1x of each of your elves. 6 is still quite a lot and 3 of each makes their removal less effective for opponents. I'd also cut 2x each of Otepec Huntmaster and Raptor Hatchling. I realize you need dinos for Drover of the Mighty to get buff, and obv Ghalta's discount, but I think you'll be just fine with those numbers and it opens up 6 slots for some utility spells. 28 creatures is still quite a lot. Additionally, having non-creature / non-land spells makes it a lot easy to swap spells with your sideboard.

Beast Within is pretty useful as it hits pretty much everything, but of course, comes with a downside. And of course, I'm 100% with wallisface on Lightning Bolt and Primal Might.

Some sideboard spells I really like: Return to Nature - sometimes getting rid of artifacts, enchantments, and graveyards is crucial.

Elixir of Immortality - just say no to mill

Ratchet Bomb - just say no to tokens.

Lands: Scavenger Grounds could be useful in some matchups.

Castle Garenbrig seems relevant

Field of Ruin is nice against tron and more

Boseiju, Who Endures is really nice.

1xYavimaya, Cradle of Growth might allow for one less forest and one more mountain.

legendofa on

1 year ago

It looks like Phyrexian Obliterator is a major part of your game play. Have you tried using fight cards like Prey Upon, Primal Might, or similar effects?

wallisface on What's your dream play?

1 year ago

Best thing ever for me has to be casting Primal Might on my Phyrexian Obliterator and just watching the opponents boardstate melt. Done it loads of times in Modern, and it always feels like a great way to close out a game.

wallisface on Fiendslayer beatdown

1 year ago

Some thoughts:

  • your mana curve is currently too high. I would ditch both Wolfir Silverheart and Sublime Archangel entirely - both of them have too high a mana cost for a deck trying to be aggressive, but also neither of them do much of anything comparative to their cost.

  • You need some form of interaction, because your deck just isn't going to be able to outrace everything, and so other aggro and combo decks are both likely to give you grief. Primal Might could be a good option here as it can act as both removal, and apply more pressure.

  • I don't think Esper Sentinel has any place in an aggro beatdown deck. Noble Hierarch also feels pretty dubious. I think you probably want to be aligning your deck up to being pretty similar to the mono-green stompy lists that frequent modern (example list here) - just with your white-twist. In particular those lists should help guide your sideboard choices also.

wallisface on Rock

1 year ago

As someone with my own Obliterator-Rock deck, I can't recommend Primal Might enough. The card is great as cheap removal, but also becomes a free-finisher once Phyrexian Obliterator is on the board, and your opponent has any creature looking-for-a-fight. The card has given me a huge amount of free wins - but even without having Obliterator in play, it hasn't disappointed me (it's still usually a killspell for 1 mana, and Rock is proactive and hand-disruptive enough that it's hard for the opponent to play-around it).

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